using Engine;
using GameEntitySystem;
using TemplatesDatabase;

namespace Game
{
    public class ComponentHerdBehavior : ComponentBehavior, IUpdateable
    {
        public SubsystemCreatureSpawn m_subsystemCreatureSpawn;

        public SubsystemTime m_subsystemTime;

        public ComponentCreature m_componentCreature;

        public ComponentPathfinding m_componentPathfinding;

        public StateMachine m_stateMachine = new StateMachine();

        public float m_dt;

        public float m_importanceLevel;

        public Random m_random = new Random();

        public Vector2 m_look;

        public float m_herdingRange;

        public bool m_autoNearbyCreaturesHelp;

        public string HerdName
        {
            get;
            set;
        }

        public UpdateOrder UpdateOrder => UpdateOrder.Default;

        public override float ImportanceLevel => m_importanceLevel;

        public void CallNearbyCreaturesHelp(ComponentCreature target, float maxRange, float maxChaseTime, bool isPersistent)
        {
            Vector3 position = target.ComponentBody.Position;
            foreach (ComponentCreature creature in m_subsystemCreatureSpawn.Creatures)
            {
                if (Vector3.DistanceSquared(position, creature.ComponentBody.Position) < 256f)
                {
                    ComponentHerdBehavior componentHerdBehavior = creature.Entity.FindComponent<ComponentHerdBehavior>();
                    if (componentHerdBehavior != null && componentHerdBehavior.HerdName == HerdName && componentHerdBehavior.m_autoNearbyCreaturesHelp)
                    {
                        ComponentChaseBehavior componentChaseBehavior = creature.Entity.FindComponent<ComponentChaseBehavior>();
                        if (componentChaseBehavior != null && componentChaseBehavior.Target == null)
                        {
                            componentChaseBehavior.Attack(target, maxRange, maxChaseTime, isPersistent);
                        }
                    }
                }
            }

            ModsManager.HookAction("CallNearbyCreaturesHelp", (modLoader) => {
                modLoader.CallNearbyCreaturesHelp(this, target, maxRange, maxChaseTime, isPersistent);
                return false;
            });

        }

        public Vector3? FindHerdCenter()
        {
            if (string.IsNullOrEmpty(HerdName))
            {
                return null;
            }
            Vector3 position = m_componentCreature.ComponentBody.Position;
            int num = 0;
            Vector3 zero = Vector3.Zero;
            foreach (ComponentCreature creature in m_subsystemCreatureSpawn.Creatures)
            {
                if (creature.ComponentHealth.Health > 0f)
                {
                    ComponentHerdBehavior componentHerdBehavior = creature.Entity.FindComponent<ComponentHerdBehavior>();
                    if (componentHerdBehavior != null && componentHerdBehavior.HerdName == HerdName)
                    {
                        Vector3 position2 = creature.ComponentBody.Position;
                        if (Vector3.DistanceSquared(position, position2) < m_herdingRange * m_herdingRange)
                        {
                            zero += position2;
                            num++;
                        }
                    }
                }
            }
            if (num > 0)
            {
                return zero / num;
            }
            return null;
        }

        public void Update(float dt)
        {
            if (string.IsNullOrEmpty(m_stateMachine.CurrentState) || !IsActive)
            {
                m_stateMachine.TransitionTo("Inactive");
            }
            m_dt = dt;
            m_stateMachine.Update();
        }

        public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
        {
            m_subsystemTime = Project.FindSubsystem<SubsystemTime>(throwOnError: true);
            m_subsystemCreatureSpawn = Project.FindSubsystem<SubsystemCreatureSpawn>(throwOnError: true);
            m_componentCreature = Entity.FindComponent<ComponentCreature>(throwOnError: true);
            m_componentPathfinding = Entity.FindComponent<ComponentPathfinding>(throwOnError: true);
            HerdName = valuesDictionary.GetValue<string>("HerdName");
            m_herdingRange = valuesDictionary.GetValue<float>("HerdingRange");
            m_autoNearbyCreaturesHelp = valuesDictionary.GetValue<bool>("AutoNearbyCreaturesHelp");
            m_componentCreature.ComponentHealth.Attacked += delegate (ComponentCreature attacker) {
                CallNearbyCreaturesHelp(attacker, 20f, 30f, isPersistent: false);
            };
            m_stateMachine.AddState("Inactive", null, delegate
            {
                if (m_subsystemTime.PeriodicGameTimeEvent(1.0, 1f * (GetHashCode() % 256 / 256f)))
                {
                    Vector3? vector2 = FindHerdCenter();
                    if (vector2.HasValue)
                    {
                        float num = Vector3.Distance(vector2.Value, m_componentCreature.ComponentBody.Position);
                        if (num > 10f)
                        {
                            m_importanceLevel = 1f;
                        }
                        if (num > 12f)
                        {
                            m_importanceLevel = 3f;
                        }
                        if (num > 16f)
                        {
                            m_importanceLevel = 50f;
                        }
                        if (num > 20f)
                        {
                            m_importanceLevel = 250f;
                        }
                    }
                }
                if (IsActive)
                {
                    m_stateMachine.TransitionTo("Herd");
                }
            }, null);
            m_stateMachine.AddState("Stuck", delegate
            {
                m_stateMachine.TransitionTo("Herd");
                if (m_random.Bool(0.5f))
                {
                    m_componentCreature.ComponentCreatureSounds.PlayIdleSound(skipIfRecentlyPlayed: false);
                    m_importanceLevel = 0f;
                }
            }, null, null);
            m_stateMachine.AddState("Herd", delegate
            {
                Vector3? vector = FindHerdCenter();
                if (vector.HasValue && Vector3.Distance(m_componentCreature.ComponentBody.Position, vector.Value) > 6f)
                {
                    float speed = (m_importanceLevel > 10f) ? m_random.Float(0.9f, 1f) : m_random.Float(0.25f, 0.35f);
                    int maxPathfindingPositions = (m_importanceLevel > 200f) ? 100 : 0;
                    m_componentPathfinding.SetDestination(vector.Value, speed, 7f, maxPathfindingPositions, useRandomMovements: false, ignoreHeightDifference: true, raycastDestination: false, null);
                }
                else
                {
                    m_importanceLevel = 0f;
                }
            }, delegate
            {
                m_componentCreature.ComponentLocomotion.LookOrder = m_look - m_componentCreature.ComponentLocomotion.LookAngles;
                if (m_componentPathfinding.IsStuck)
                {
                    m_stateMachine.TransitionTo("Stuck");
                }
                if (!m_componentPathfinding.Destination.HasValue)
                {
                    m_importanceLevel = 0f;
                }
                if (m_random.Float(0f, 1f) < 0.05f * m_dt)
                {
                    m_componentCreature.ComponentCreatureSounds.PlayIdleSound(skipIfRecentlyPlayed: false);
                }
                if (m_random.Float(0f, 1f) < 1.5f * m_dt)
                {
                    m_look = new Vector2(MathUtils.DegToRad(45f) * m_random.Float(-1f, 1f), MathUtils.DegToRad(10f) * m_random.Float(-1f, 1f));
                }
            }, null);
        }
    }
}
